CEMediumUncommon, Grioth, Humanoid
- AC 17 Fort5Ref9Will7
- HP 16
Immunitiescold
Weaknessesfire 3
- Echolocation
A grioth can use its hearing as a precise sense at the listed range.
- Light Blindness
When first exposed to bright light, the monster is blinded until the end of its next turn. After this exposure, light doesn’t blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it’s dazzled.
- No Breath
A grioth doesn’t breathe except to speak and is immune to effects that require breathing (such as an inhaled poison).
- Speed25 feet, fly 30 feet
- Melee
kukri 7 (agile, finesse, trip) Damage1d6 slashing jaws 7 (agile, finesse) Damage1d4 piercing plus Grioth Venom
- Cantrips daze detect magic mage hand telekinetic projectile
- Grioth Venom
(emotion, fear, mental, poison)
Saving Throw: Fortitude DC 17; Maximum Duration: 6 rounds; Stage 1: frightened 1 (1 round); Stage 2: frightened 2 (1 round); Stage 3: frightened 3 (1 round).
- Shock Mind
(enchantment, mental, occult)
The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 1d6 (1d6) mental damage, and the target must succeed at a DC 17 Will save (this has the incapacitation trait) or become confused for 1 round.
- Occult Innate Spells
DC 16, attack +8; 1st phantom pain; Cantrips (1st) daze, detect magic, mage hand, telekinetic projectile